CD Skripsi
the effect of using kahoot application toimprove the vocabulary ability of seventh grade students of smp negeri madani pekanbaru
The integration of technology in education has encouraged the use of
various digital applications to enhance learning effectiveness, one of which is the
Kahoot application. Although technology is increasingly used in classrooms, its
effectiveness in improving students’ vocabulary remains underexplored. This
research aims to determine whether the use of the Kahoot application has a
significant effect on students’ vocabulary ability. A quantitative approach was
applied using a quasi-experimental design. The sample consisted of 52 seventhgrade
students of SMP Negeri Madani Pekanbaru, divided into an experimental
class using the Kahoot application for vocabulary learning and a control class taught
using conventional methods. Data were collected through pre-tests and post-tests to
assess vocabulary performance before and after the treatment, which was
administered four times. The analysis revealed a significant difference between the
experimental and control classes after the treatments. The results showed that the
post-test score of the experimental class (77.03) was higher than that of the control
class (57.51). Furthermore, the findings indicated a significance level of α = 0.05
with p = 0.001 (p < α), which means that the alternative hypothesis (Ha) is accepted
and the null hypothesis (H0) is rejected. This result is supported by an effect size of
0.95, indicating that the use of the Kahoot application had a moderate effect on
students’ vocabulary ability.
Keywords: Kahoot application, game-based learning, vocabulary ability,
quantitative research
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